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PAYDAY 2 Weekend Sale!

Hello Heisters!

Fall is upon us, the leaves turning beautiful shades of yellows and oranges and us heisters get the perfect excuse to stay inside and play PAYDAY.

On that note, PAYDAY 2 and all available DLCs are going on sale! Yes that’s right heisters, with sales as high as 83%, now is the perfect time to find all that PAYDAY 2 has to offer.

Make sure to check out the Infamous Collection, it’s the easiest way to round out your PAYDAY library. All discounts are applied automatically.
https://store.steampowered.com/bundle/34119/PAYDAY_2_Infamous_Collection/

If that doesn’t tickle your fancy, check out any of the other deals on our store page!
https://store.steampowered.com/app/218620/PAYDAY_2/

Keep those helmets flying!
SBZ_Sebastian

PAYDAY 2: Update 240.2 Changelog

Hello Heisters


As you noticed Update 240 was separated into multiple releases. We've had some time to add some QOL and fixes that are hard to fit into a normal production schedule. We are very happy to be able to get these final improvements into the game. For example, in update 240.0 we made the anniversary events automatically return each year the piggy, and the event weapons will come back for those who can get enough of that adorable porker. Also, some holiday cheer will come back around the winter holidays to brighten up our cold heister hearts.

In this release, however, we are adding a new feature to the game that is inspired by popular mods in the community.

[h2]Interaction Styles[/h2]
This feature lets you change how the game handles interactions. The system will lock interaction to let you release the button and avoid holding it down for the duration of the interaction timers. To cancel out of a locked interaction you simply need to press the button again. It is quite a complex system so it needs some explaining, Let's dive into the fun QOL feature.

By looking under "controls" under the options menu you will find all the settings you need. The system has two key components the "Interaction Style" where you choose how the interactions should be handled and the "Toggle Timer" that drives the system. There are four interaction styles to choose from. There is also a cancel message check box more on that later.

[h3]Hold[/h3]
This is the normal default behavior that you are used to. Holding the button to interact, and letting go will cancel the interaction.
The Toggle Timer has no effect in this mode.

[h3]Toggle[/h3]
This is the simplest way to lock an interaction. A quick click of the button and the interaction is locked. The toggle timer will be used to determine how long you need to hold the button to cancel the interaction. this is to easily cancel out accidental interactions or when you want to be able to quickly abort an interaction.
Setting the Toggle Timer to 0 will make the system function similar to the default hold mode.
For example: if you have a Toggle Timer of 2 seconds the interaction will lock as soon as you press the button but if you hold the button for longer than those 2 seconds the system will revert to the hold mode and you can release their interaction at will.
Recommendation: Have a low Toggle Timmer so you can quickly engage the system but also won't need to wait long for it to deactivate if you choose to hold the interaction instead.

[h3]Timed Toggle[/h3]
This function can be viewed as the reverse of the Toggle. You need to hold the button for a certain amount of time determined by the Toggle Timer before the interaction locks in and keeping the button held will not abort it.
Setting the Toggle Timer to 0 will make the system function similar to the Toggle mode, without the ability to automatically abort the interaction by keeping the button held down.
For example: if you have a Toggle Timer of 2 seconds the interaction will function as a normal hold interaction until you've held it for at least 2 seconds then you can release the button and the interaction is locked.
Recommendation: Have a medium Toggle Timmer so short interactions will be effectively held interaction but the system helps you with most interactions of average length and longer like setting up a drill.

[h3]Adaptive Toggle[/h3]
This is a merge between the Toggle and a Hold depending on how long the interaction is as determined by the Toggle Timer. If the interaction is longer than what is set in the Toggle Timer the interaction will instantly look in if it is shorter then it will function like a Hold.
Setting the Toggle Timer to 0 will make the system function similar to the Toggle mode, without the ability to automatically abort the interaction by keeping the button held down.
For example: if you have a Toggle Timer of 2 seconds the interaction will function as a normal hold interaction for any interaction that is shorter than 2 seconds and if the interaction is longer it will lock in instantly when you press the button and keep the button held will not abort it.
Recommendation: Have a higher Toggle Timmer so short interactions will be effectively held interaction but the system takes over for long interactions like picklocks.

You know that the interaction has been locked in by the message on the screen, it will change to "Press F to cancel", assuming you have F as your interaction key. If you want you can also get these messages while holding to interact. By selecting the "Cancel messages during hold" you will get messages like "release F to cancel" during the hold interactions.


PAYDAY 2: Update 240.2 Changelog

[h2]Update Size: 29.8MB[/h2]

[h3]Heist optimizations & changes[/h3]
  • Optimized Breakfast in Tijuana with portals
  • Fixed an issue on several heists where client players attempting to interact wasn't possible
    • Border crossing: Connect to fuel hose on plane
    • Yacht Heist: Open the bags in the room
    • Biker Heist (Day 1): Open the gate door when taking a special part
    • Counterfeit: Add paper to the machine
    • No Mercy: pick up the telephone
    • GO Bank: pick up the telephone
    • Scarface Mansion: Insert USB in laptop


[h3]Gameplay changes[/h3]
  • Fixed an issue where the enemy AI keeps melee attacking
  • Fixed an issue where team AI couldn't run/jog when carrying bags. This results in team AI being able to carry bags with quicker haste
  • Added new control settings for tap-to-interact features.
    • Hold (Default from before)
    • Toggle
    • Timed Toggle
    • Adaptive Toggle


[h3]Others[/h3]
  • Fixed a crash where a player throws snowball throwables and a player attempts to connect to a match
  • Fixed an issue where steel sight speed multipliers were affecting crouching & standing speed
  • Added an inventory search function (compared to previous release where we only had it on store functions




Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.

If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...".
The process may take some time to finish.




Keep those helmets flying!
OVERKILL_Tobias

PAYDAY 3: Now Available!



PAYDAY 3

Heisters! The day is finally upon us! PAYDAY 3 descends to the world, ready to unleash a new brand of chaos upon the innocent and guilty alike in their new base, New York City.

If PAYDAY 3 sounds like its up your alley heisters, check it out here:
https://store.steampowered.com/app/1272080/PAYDAY_3/

Keep those helmets flying!

SBZ_Almir Starbreeze Entertainment.

PAYDAY 2: Update 240.1 Changelog

PAYDAY 2: Update 240.1 Changelog

[h2]Update Size: 11.1MB[/h2]

[h3]Heist changes[/h3]
  • Fixed a bug where some objects were disappearing from player vision on San Martin Heist


[h3]Others[/h3]
  • Improved the search bar functionality in stores
  • Fixed an issue with 2-15 skill profiles being shuffled around on game restart
  • Fixed an issue where the chat didn't work in the end, loot, and failure screens
  • Fixed an issue where menu interaction was impossible for clients in crime spree menus



Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.

If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...".
The process may take some time to finish.




Keep those helmets flying!
OVERKILL_Tobias

PAYDAY 2: Update 240 Changelog

PAYDAY 2: Update 240 Changelog

[h2]Update Size: 114MB[/h2]

[h3]Heist optimizations & changes[/h3]
  • Optimized Hell's Island with portals
  • Optimized Border Crossing Heist with portals
  • Optimized Bulucs Mansion Heist with portals
  • Optimized San Martin Heist with portals
  • Optimized White House with portals
  • Fixed a bug on Hell's Island where team AI could get stuck out of bounds
  • Fixed a bug where "Buy all assets" in mission briefing no longer lets you buy all assets if you do not have enough cash
  • Fixed an issue on Diamond Heist where a guard would get stuck in a certain position


[h3]Gameplay changes[/h3]
    Special enemies are now being tagged to register as special enemies. This means
  • Mini dozer, medic dozer, and headless dozer now counts as dozer spawns.
  • Medic dozer also counts as a medic spawn
  • Marshal shields counts in the spawn shield cap
  • Marshal shields and marksmen now counts as special enemies for skills & achievements
  • Fixed a bug with the enemy accuracy being too accurate at times
  • Fixed some weapon preset modifications intended for the minigun dozer applying to dozer instead of minigun dozer
  • Adjusted the fire mode tables for enemy AI to function more towards it's intended functionality


[h3]UI[/h3]
  • Adjusted so that weapon skins of same quality & bonus now stacks.
  • Adjusted so that "equipped to weapon" icon can be seen in weapon skin of the steam inventory menu.
  • Doubled the amounts of skill loadouts along with new requirements for some of the new ones.
  • Doubled the amount of mask & weapon inventory slots
  • Doubled the amounts of profile loadouts
  • Client players can now access sidejobs in lobbies
  • Added a new function to allow players to scroll through the history of chat messages in lobby menus and in-game heists using the arrow keys
  • Added a search box functionality for
    • Store- Masks
    • Store- Weapons
    • Outfits
    • Gloves
  • Near damage bonuses are now displayed in the optimal range stat with a "+"
  • Updated the preplanning icon in the mission briefing for Branchbank & Firestarter Day 3 to use the proper Branchbank icon.
    • Fixed a couple of bugs regarding UI-elements
    • renaming weapon/skill no longer opens lobby chat when pressing t
    • lobby chat no longer gains focus from mouse press on input or scrolling when renaming weapon/skill
    • Fixed scroll bar visibility issues in hud chat
  • Added a toggle setting to show ammo in reserves instead of total magazine & reserve ammo


[h3]Weapons & mods[/h3]
  • Fixed a bug with weapon reload stop not working when it's meant to be interrupted
  • Allow weapon mods that add falloff to display it on a weapon in the inventory
  • Optimal range stat in the inventory will now be able to display how mods have an effect on it
  • Fixed a crash with updating weapon charms
  • Fixed a crash when updating the bullet belt on SG Versteckt 51D LMG
  • Fixed a crash when syncing under-barrel switch
    • Added weapon stats boosts normally only obtainable through skins to be purchasable for continental coins.
    • Total Ammo (+4) for the IZHMA 12G Shotgun.
    • Damage (+1) for the MA-17 Flamethrower.
    • Stability (+8) for the Deagle Pistol, AMR-16 Rifle, Eagle Heavy Rifle and Tempest-21 Rifle.


[h3]Gamemode[/h3]
  • Special events will now be re-enabled on specific time & dates


[h3]Achievements & Side jobs[/h3]
  • Daily side job "Target Practice: Sentry Practice" now counts kills from suppressed sentry gun
  • Daily side job "Bulldozer" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Daily side job "Build a raft of shields" now counts kills of marshal shield
  • Daily side job "A Trip Down Memory Lane" now counts No Mercy as a classic heist
  • Event side job "Dozers killed" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Event side job "Special Enemies Killed" now counts kills of all types of specials (adding minigun and medic bulldozer, marshal shield, and sniper)
  • Achievement "Close Shave" now counts kills of marshal shield and sniper
  • Achievement "Precision Aiming" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Achievement "Bang for the Buck" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Achievement "Are You Kidding Me" now counts kills of all types of bulldozers (adding medic, minigun and special bulldozer)
  • Achievement "The Man With the Golden Gun" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Achievement "Surprise Motherfucker" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Achievement "Knockout!" now counts kills of all types of bulldozers (adding medic, minigun and special bulldozer)
  • Achievement "Knock, Knock" now counts kills of marshal shield
  • Achievement "Police Brutality" now counts kills of marshal shield
  • Achievement "Fool Me Once, Shame on..." now counts kills of marshal shield
  • Achievement "UMP for Me, UMP for You" now counts kills of all types of Russian specials (adding minigun and medic bulldozer, marshal shield, and sniper)
  • Achievement "A Trip Down Memory Lane" now counts No Mercy as a classic heist
  • Achievement "Maximum Penetration" now counts kills of marshal shield
  • Achievement "Hedgehog" now counts kills of all types of bulldozers (adding medic, minigun, and special bulldozer)
  • Safehouse trophy "Medic" now counts kills of medic bulldozer
  • Safehouse trophy "Dozer" now counts kills of all types of specials (adding minigun and medic bulldozer, marshal shield, and sniper)
  • Safehouse trophy "Big Daddy" now counts kills of all types of bulldozers (adding medic, minigun and special bulldozer)


[h3]Others[/h3]
  • Fixed an issue where some platform players had a loud sound at the start of the intro video
  • Updated the translator plauqe in the safehouse
  • Fixed a crash in civilian damage if the unit was missing some features
  • Fixed a crash when civilians are damaged by fire
  • Fixed an issue where recently played with on Steam didn't work properly
  • Fixed a crash when joining a game
  • Fixed a crash when players enter a vehicle
  • Fixed an issue where unaquiring the melee weapon now unequips it instead.
  • Fixed an issue with melee weapons using idle animation of guns



Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.

If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...".
The process may take some time to finish.



Keep those helmets flying!
OVERKILL_Tobias